PDA

View Full Version : Conjuring Ward


Katalogos
02-21-2004, 02:09 PM
This would be a human contraption such as the"Lightning Ward" and the "Barrier Ward".
I thought it could look something like this: A single rod the hight of the staf of the "pyromancer" that had a crystal similar to the "Lighningh ward's" at the top. It would have rings to display the chosen color.
Hp = 30
Shields = 5
Movement = none
Attack = It would conjure a creature that has been killed during game play. The creature choosen ( through a pop up menu when the attack command is given to the Conjuring Ward) would be created on the spot where the Conjuring Ward "sits".

I thought that the attack could be similar to the "Lightning Ward's" , but insted of lightning it would be a pale pink goop that pours from the sky creating the creature from the feet/paws/whatever up.

!It can only be used once!, but it allows you to conjure up any monster that has been defeated during game play including your enemie's creature.

The creature that was conjured form the grave would loose 5 shields; in the case that the creature has no shields it would loose 5 attack pts; and in the case that the creature has no attack pts the creature would loose one "block" of movement.

rtkwe
02-21-2004, 02:20 PM
this would make killing te cleric a whole lot harder because you could just 'recall' him
maybe if it was limited to certian units

Lord Wevilspore
02-22-2004, 12:46 AM
The conjured unit would lose, in this order of 'absence':
1. 5 Armor (I assume this is what Katalogos meant by "Shields.")
2. 5 Power
3. 1 Move

That would mean the new Cleric would heal only 7 hit points to all units.

My suggestion:

Power:
0
Range:
2
Area of Effect:
1

Hit Points:
28
Armor:
8
Block:
Usual 100 for Wards

Move:
0
Recovery: (which Katalogos failed to mention)
3

Action:
As Katalogos suggested except:
Allow any number of eliminated units, limit it to only allied units, and expand it to units in storage. Only unit that should be excluded is the Dragon Tyrant. (since it counts as 2 units)

The unit would be created in the area of effect, not on top of the Ward. Also, the Ward should be Focusing while the unit exists.

Omega_Paladin
02-22-2004, 03:47 AM
Think about this: Enemy has conjuring ward way back and duel clerics. He is just suicidely sending a single knight at you. He has already killed off a couple of your units and just keeps conjuring the same Knight back and sending it after you again. What do you do? Suicidely send your mages to kill it? Suicidely send in your scout to break it's focus? And with a furgon tossed into the enemys pot, thereby making it damn difficult just to get near the bloody thing, this thing will spell doom no matter what. I say it's overpowered. My best idea would be to make it so the unit disappears and you have to reconjour after a few turns. 3-6 sounds good. Makes it a last ditch effort type thing to save a cleric or something.

Jazierel
02-23-2004, 09:01 AM
... but you forget, the Ward has only one turn then its gone, so its a "one use" unit. I think its pretty decent, though maybe the drop in armor should be gone and just jump straight to loss in attack and if the unit has none than loss in movement.

Omega_Paladin
02-23-2004, 09:14 AM
Read the post above me. They made it so it is a focused thing now. So as long as the ward is focused, the unit is there.

Lord Wevilspore
02-23-2004, 09:46 AM
3 items

1) If the Dragonspeaker Mage is brought back with this, then his Dragonspeak is also affected. So, he will channel 7 power per pyro, not 12.

2) Wards cannot be conjured.

3) If the conjured unit is slain, the ward loses 7 Hit Points (or 1/4 its total hit points if 28 will not be its total). If the conjured unit is paralyzed, the ward is also paralyzed.

LondonJack
02-23-2004, 11:08 AM
NM :) should read the thread before posting questions